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AttachmentPass

Struct AttachmentPass 

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pub struct AttachmentPass {
    pub target_view: TextureViewId,
    pub base_array_layer: u32,
    pub camera_bg: BindGroupId,
    pub camera_offset: u32,
    pub draw_cmds: Vec<ShadowDrawCmd>,
}
Expand description

One render pass’s worth of state — used for both 2D atlas slots and individual cube faces, hence the generic name.

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§target_view: TextureViewId

Depth target view this pass writes into.

§base_array_layer: u32

Layer to render into within target_view. For 2D atlas passes this is the light’s slot in the array; for cube faces the per-face view already targets the right layer so this is 0.

§camera_bg: BindGroupId

Bind group bound at slot 0 carrying the camera (light view-proj) uniforms with a dynamic offset.

§camera_offset: u32

Dynamic offset into the camera ring buffer.

§draw_cmds: Vec<ShadowDrawCmd>

Pre-built draw command list for this pass.

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